Well, as most of you could have guessed, I’ve been working on videogames and graphic arts as a hobby. To make the jump to a proffessional level, though, there are some… obstacles for me.

Setting up as a sole trader should be free, but in Spain, land of thieves, it isnt. It’s as much as 300€/350$ monthly, plus around 20% of what you make. Continuing to expand my works and trying to make them bigger and better is very hard without doing it, so… yeah. I’m in a bit of a pickle.

The patreon page is here, and you can get some nifty goodies by participating! Discounts on deviantArt commissions, exclusive tutorials, etc. Plus you’ll help me get stuff done! 🙂

On other news: Demented Pixie!

While I need to become a sole trader to make the game into Steam or to perceive relatively big amounts of money off it, I can start publishing it soon as early access on a number of platforms. This will further help me pass this small bureocratic bottleneck and start moving to bigger fields!
Expect more news about it soon!

Hi! Some time has gone by since my last post about Demented Pixie here. I’ve been uploading images and animations about it to my twitter account meanwhile (You’re wellcome to take a look!), and so, I’ll make a compilation of everything we’ve got so far!

I’m thinking about making a tie-in card game for demented pixie, and give copies to the best supporters. What do you think?

Boss: Ig the apprentice

Boss: Oogoong the chained one

Random map generation

*Old* powerup combination

Healing geyser

Health fountain

End of the level portal.

Jars

Jar

*Old* equip menu

*old* equip menu

*old* main menu

Two pickups, heart and key. Keys are neccessary to advance in this game.

*old* Here you can see the hud, a room with columns and a couple of enemies

Hi there! I’m still working hard on Demented Pixie, which is a huge-ass project with tons of contents.
I recently became aware of 1gameamonth, though, and since their theme this month is death, I came up with this little game.
I wanted to finish it over the weekend, which I almost did (my internet connection is so horrible right now that I spent two days trying to download texture packages), setting my record in 3 days.

The game is simple, starts easy and becomes hard pretty fast. You just have to grab whatever mobile piece of the trapdoors’ locks and move it around to unlock each of the barriers, risking drowning if it takes too long.

Hi! Lately I have been teasing images about my upcoming game, Demented Pixie. You probably already got an idea of what this game is, more or less, but it’s about time to flip the cards and show the figures.

What about the story?

I’ll let this little part of the introduction narration speak in my stead:

Sprites, pixies, fairies…
Many names have been given to the fair folk.
Born of magic, and magic themselves,
their power only limited by their will,
there was just one thing they feared: madness.
A pixie with a broken mind had imprevisible,
dangerous, chaotic powers.
Legends says, in the bottom of their dungeon
lays the most dangerous of them all.
But was it really a demented one?
Or did they just fear its powers?
Once again, it tries to scape,
with little scraps of sanity as its guide,
and the darkest madness as its weapon.

Why?

I have wanted to make a roguelike-like for quite a long time, and in fact, have many other game ideas that could fall under that category, but this one got a lot of weight after one night I dreamed about it. By the design of the fairy you could think I was inspired by Zelda games, but actually, I’m not a big fan of them (Only got really into minish cap). My inspirations for the gameplay, however, are very certain. Those are the games that made me want to make this game the way I’m making it:

Paranautical Activity

Dungeons of Dredmor

Ultratron

Smash TV

Those weird bonus levels on Spyro the Dragon 3 where you controlled Sparx

and, of course, the king of indie roguelike-likes: The Binding of Isaac

Jar

*Old* equip menu

Boss: Ig the apprentice

Two pickups, heart and key. Keys are neccessary to advance in this game.

What can we expect now?

The game is coming along nicely, but probably I’ll run a kickstarter campaign. I’m beign totally sincere now, as I’ve allways been: This campaign is not neccessary to complete the game. My expectatives on it are higher than what can be done with zero as my budget, though. Software licenses, original soundtrack, publishment fees and other things will require some founding, so I hope for a successfull, if not huge, kickstarter campaign, which will actually have some interesting rewards for the backers!

I don’t know exactly the release date, it’s far from now, maybe fall-winter. It depends of how much I can afford to put in the game, and how I can publish it.

I want to help!

Wow, that’s nice of you! Currently, an online Public Relations guy/gal would be awesome to add to the team.

If you want to actually give some ideas don’t be afraid of sending them to me by e-mail, on twitter, or just plain here as a comment. You can help too by talking about it on your favourite social media site, writing an article about it, or what have you not. Tell me and I’ll make sure to pass by and thank you! 🙂

Final words

Well, this is my idea. This is the game I’m making, and the one I want to make. It’s also a game I love making, and a game I hope you love, too.
An amalgamation of magic, thrill, and thought, a dark fairytale, something dark and full of light.

Thanks for your attention, and stay tuned for the first teaser, the demos and the press releases! Let’s start this!